Vray particle birth time blender8/2/2023 With this starting property: Particle Attribute = Radius, Type Int. So maybe the Particle nodes should be structured in the same way, with an Output at the end, and a flow of Transformations and Mixes in-between. The logic is (example): With this object/global property (Ex:Tex.Coord) do this transform to it (Mapping), then do this operation (Math, Type Add), to this node (Image or Texture), then mix this with another sub-set (MixRBG), send the mix result to a sub-property of a major node (Base Color of Principled), then mix this major node with another (Mix Shader) and output everything (to Material). At the end of the whole node tree, the rightmost node, is an Output node, where everything else converges. ![]() Transformations (such as Mapping or MixRGB) happen before (leftward) of a node. Leftward nodes are sub-properties or modifications of the rightward nodes (ex: Tex.Coords goes into Image Tex). If we look at how the Material Shader node tree is structured, we can see some characteristics: This brings the question, aren’t we fixed on the way other Nodal-based programs (like Houdini) does this, instead of thinking how Blender does it? Maybe we can rethink the node flow? ![]() ![]() (this is not a thought that I came up with, I saw someone else mentioning it I don’t remember where)
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